Difference between revisions of "Survival"
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This skill starts out at tier zero. The upgrade cost of skill tiers is (4 + (current tier x 2)). | This skill starts out at tier zero. The upgrade cost of skill tiers is (4 + (current tier x 2)). | ||
== Tier One == | == Tier One == | ||
+ | A character with Tier One Survival gains a +2 bonus to [[Awareness]] and [[Stealth]] checks made in the wilderness. | ||
+ | |||
+ | For every additional Survival tier, the bonus increases by +2. | ||
== Tier Two == | == Tier Two == | ||
A character with Tier Two Survival can track at up to his full overland speed. | A character with Tier Two Survival can track at up to his full overland speed. | ||
== Tier Three == | == Tier Three == | ||
+ | A character with Tier Three Survival gains a +4 bonus to his [[Combat Ability]] while in the wilderness. This bonus can be applied towards any facet of his Combat Ability, in whole or in part. | ||
[[Category: Core Rules]] | [[Category: Core Rules]] | ||
[[Category: Skill]] | [[Category: Skill]] |
Revision as of 20:22, 1 June 2010
Tiered Action — Wisdom
The Survival skill allows characters to operate and survive in the wilderness.
Contents
Specific Uses
Sustenance
This action is used to gather food and supplies and find shelter.
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For every 5 points that a character exceeds the DC, the time is cut by a quarter. Obviously some conditions, such as a large freshwater river or the presence of snow will make a check to find water unnecessary.
Situation | DC mod |
---|---|
Dense terrain (jungle) | + 5 |
Rough terrain (mountains) | + 5 |
This action is used to move through wilderness.
If a character's check to determine direction of travel fail by more than 5, the character selects the wrong direction and becomes lost. Every hour, the character may make a DC 25 survival check to realize that he is lost, allowing him to reassess his direction
Action | DC |
---|---|
Determine Direction of travel | 20 |
Move at 1/4 Overland Speed | 15 |
- 1/2 overland speed | 20 |
- 3/4 overland speed | 25 |
- full overland speed | 30 |
Tracking
Situation | Check Mod |
---|---|
Terrain is soft (mud, snow) | +5 |
-- Terrain is spongy (moss, leaves)) | -- |
-- Terrain is firm (dirt, grass) | -5 |
-- Terrain is hard (rock, wood) | -10 |
Every day since the trail was made | -2 |
-- Every hour of rain | -2 |
-- Every hour of snow | -5 |
Every additional character beyond 1 | +1 |
-- Every horse/pack animal in the group | +2 |
-- Characters hide their tracks | -5 |
This action is used for tracking characters or groups of characters. The tracker rolls a Survival Check, applies the modifiers to the right, and compares the resulting value to the table below to determine how much information the tracker learns of his quarry.
A character can only move at one-half his overland speed while tracking.
Result | Knowledge Gained |
---|---|
20 | Direction of travel |
25 | Within 1d4 of the number of characters in the group |
30 | The actions of the characters with their movement |
35 | Whether or not any of the characters are injured |
Skill Tiers
This skill starts out at tier zero. The upgrade cost of skill tiers is (4 + (current tier x 2)).
Tier One
A character with Tier One Survival gains a +2 bonus to Awareness and Stealth checks made in the wilderness.
For every additional Survival tier, the bonus increases by +2.
Tier Two
A character with Tier Two Survival can track at up to his full overland speed.
Tier Three
A character with Tier Three Survival gains a +4 bonus to his Combat Ability while in the wilderness. This bonus can be applied towards any facet of his Combat Ability, in whole or in part.